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Posted by: waresky
« on: February 13, 2009, 10:45:24 AM »

In any Escort Squadroon r a good idea put an Minelayer on duty,cargo with some "Captor Mines",in case of fleeing from any enemy this MineLayer can launch the Captor behind and the enemy run into this...are a good tactical idea?..:D
Posted by: SteveAlt
« on: February 11, 2009, 05:20:10 PM »

Quote from: "simon"
In my current campaign i have a race with decently armored missile ships that cannot survive a high caliber lasers and combat space patrols on a strategic jump point. Using a corvette\warboat (3000t)is proving to expensive so i am thinking of mating a  fighter engine to the most compact jump capable hull, the engine signature is subdued enough and it can carry passive sensors in any space left over. I am also thinking of weaponizing it's squadron mates to provide protection  diring recon missions, has anyone tried this before. P.S is to possible to add captor type mines as missile second stages
You can create captor mines in v3.2 using missiles as the second stage of a buoy. Here is the relevant thread: viewtopic.php?f=1&t=1312

For your jump point assault problems, you can create jump drives that will send you much further from the jump point when you use a combat transit (the jump point distance parameter). That might help you survive until your own weapons are ready.

Steve
Posted by: waresky
« on: February 11, 2009, 03:30:48 PM »

..and when we have NPR "Active" races?:D..OMG...we MUST think a completely in new mode,for Strategical naval posture,construction and deployment..
Ahi AHi....
Posted by: waresky
« on: February 11, 2009, 03:26:20 PM »

A.M.C.R. 1 (590) Speed: 18700 km/s End: 3.2 minutes Range: 3.6m km Warhead: 1 MR: 42 Size: 1

THIS r the AntiMissile-Missiles..so range r more compatible with "Arbalest Active FC.
Yeah this are very "TEST" Heavy Carrier for "my" little Empire in 2075..the mass r enormous for oldest drive.."oldest" for Aurora..NOT for OUR real life expect of tech move (actually am mean:)).)

1 years (game) ago in 2074 ive found another (4 actually.2 Trans 2 not Trans) TransNew Race..and our scientist r in fear:Magneto Plasma..ive send a MineLayer-Drone Carrier to scout and put on geosync orbit some Therm Em Buoy for capture drive information Data..lucky ive collect some..and can "open" a new research in magneto:D..
Hope in some years ive adjust my Naval tech on Drive speed..
Posted by: simon
« on: February 11, 2009, 11:45:35 AM »

In my current campaign i have a race with decently armored missile ships that cannot survive a high caliber lasers and combat space patrols on a strategic jump point. Using a corvette\warboat (3000t)is proving to expensive so i am thinking of mating a  fighter engine to the most compact jump capable hull, the engine signature is subdued enough and it can carry passive sensors in any space left over. I am also thinking of weaponizing it's squadron mates to provide protection  diring recon missions, has anyone tried this before. P.S is to possible to add captor type mines as missile second stages
Posted by: Erik L
« on: February 11, 2009, 11:24:26 AM »

Quote from: "waresky"
BattleStar Galactica II class Heavy Carrier    180000 tons     15974 Crew     28827.2 BP      TCS 3600  TH 1740  EM 1620
483 km/s     Armour 29-283     Shields 54-400     Sensors 30/30/0/0     Damage Control Rating 1147     PPV 76
Annual Failure Rate: 259%    IFR: 3.6%    Maintenance Capacity 105817 MSP    Max Repair 588 MSP
Flag Bridge    Hangar Deck Capacity 14500 tons     Magazine 5074    
Fuel Harvester: 8 modules producing 480000 litres per annum
Maintenance Modules: 2 module(s) capable of supporting ships of 400 tons

GE Ion Engine H2  E5 HighPower (29)    Power 60    Efficiency 0.50    Signature 60    Armour 0    Exp 5%    Hyper Capable
Fuel Capacity 7,250,000 Litres    Range 144.9 billion km   (3472 days at full power)
Gamma R400/10 Shields (27)   Total Fuel Cost  270 Litres per day

20cm Railgun V2/C3 (6x4)    Range 80,000km     TS: 4000 km/s     Power 12-3     RM 2    ROF 20        4 4 2 2 1 1 1 1 0 0
Fire Control S05 64-3000 H40 (6)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 24    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 AR-0 (5)     Total Power Output 30    Armour 0    Exp 5%

Titan 3 Launcher 10-100 (3)    Missile Size 10    Rate of Fire 100
Arbalest 3 Launcher 01-010 (4)    Missile Size 1    Rate of Fire 10
Arbalest Anti-Missile FC70-R1/100 (4)     Range 2.1m km    Resolution 1
Titan PDB FC336-R20/200Mkm (1)     Range 201.6m km    Resolution 20
Arbalest II 1 (2500)  Speed: 18200 km/s   End: 3.3 minutes    Range: 3.6m km   Warhead: 3    MR: 19    Size: 1
TITAN II  (160)  Speed: 12000 km/s   End: 175 minutes    Range: 126m km   Warhead: 18    MR: 18    Size: 10
A.M.C.R. 1 (590)  Speed: 18700 km/s   End: 3.2 minutes    Range: 3.6m km   Warhead: 1    MR: 42    Size: 1

Arbalest Active Sensor S60-R1/100 (1)     GPS 60     Range 600k km    Resolution 1
PDB AntiShip Sensor S200Mkm-R2500t (1)     GPS 20000     Range 200.0m km    Resolution 40
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

Strike Group
40x F-Arbalest Mk2 Fighter-bomber   Speed: 4615 km/s    Size: 7.15
_______________________________________________________________________________--

A little example (ive 1 in my Fleet right now)

Biggest problem I see is the range on your Arbalest Active Sensor, which I assume is used for anti-missile work. Your missiles have 6 times the range of the sensor. Plus you only have 1. So you can only direct your AM to one salvo at a time.

And for the tech level, the speed is just... way bad. :(
Posted by: waresky
« on: February 11, 2009, 10:48:33 AM »

BattleStar Galactica II class Heavy Carrier    180000 tons     15974 Crew     28827.2 BP      TCS 3600  TH 1740  EM 1620
483 km/s     Armour 29-283     Shields 54-400     Sensors 30/30/0/0     Damage Control Rating 1147     PPV 76
Annual Failure Rate: 259%    IFR: 3.6%    Maintenance Capacity 105817 MSP    Max Repair 588 MSP
Flag Bridge    Hangar Deck Capacity 14500 tons     Magazine 5074    
Fuel Harvester: 8 modules producing 480000 litres per annum
Maintenance Modules: 2 module(s) capable of supporting ships of 400 tons

GE Ion Engine H2  E5 HighPower (29)    Power 60    Efficiency 0.50    Signature 60    Armour 0    Exp 5%    Hyper Capable
Fuel Capacity 7,250,000 Litres    Range 144.9 billion km   (3472 days at full power)
Gamma R400/10 Shields (27)   Total Fuel Cost  270 Litres per day

20cm Railgun V2/C3 (6x4)    Range 80,000km     TS: 4000 km/s     Power 12-3     RM 2    ROF 20        4 4 2 2 1 1 1 1 0 0
Fire Control S05 64-3000 H40 (6)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 24    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 AR-0 (5)     Total Power Output 30    Armour 0    Exp 5%

Titan 3 Launcher 10-100 (3)    Missile Size 10    Rate of Fire 100
Arbalest 3 Launcher 01-010 (4)    Missile Size 1    Rate of Fire 10
Arbalest Anti-Missile FC70-R1/100 (4)     Range 2.1m km    Resolution 1
Titan PDB FC336-R20/200Mkm (1)     Range 201.6m km    Resolution 20
Arbalest II 1 (2500)  Speed: 18200 km/s   End: 3.3 minutes    Range: 3.6m km   Warhead: 3    MR: 19    Size: 1
TITAN II  (160)  Speed: 12000 km/s   End: 175 minutes    Range: 126m km   Warhead: 18    MR: 18    Size: 10
A.M.C.R. 1 (590)  Speed: 18700 km/s   End: 3.2 minutes    Range: 3.6m km   Warhead: 1    MR: 42    Size: 1

Arbalest Active Sensor S60-R1/100 (1)     GPS 60     Range 600k km    Resolution 1
PDB AntiShip Sensor S200Mkm-R2500t (1)     GPS 20000     Range 200.0m km    Resolution 40
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

Strike Group
40x F-Arbalest Mk2 Fighter-bomber   Speed: 4615 km/s    Size: 7.15
_______________________________________________________________________________--

A little example (ive 1 in my Fleet right now)
Posted by: waresky
« on: February 11, 2009, 10:45:04 AM »

Quote from: "Cassaralla"
Code: [Select]
Manticore class Construction Ship    21750 tons     1006 Crew     1659 BP      TCS 435  TH 720  EM 0
..........................


That's my Construction Ship.  A little heavy but leaves my freighters free to support my colonies.  Also I use no maintenance in that game, otherwise would be a little bigger still.

i love the "maintenance trouble and logistic" in this game.Raise very high the difficult and the Naval Strategy,Design,dedicated ships and at last the longevity.
maintenance in naval design make very hard to balance weapons,speed,maintenance,and Operational Range in Warship.

hard to design,better enjoy when ur ship become a "State-of-the-art" and satisfaction.
Posted by: SteveAlt
« on: February 10, 2009, 10:22:37 PM »

Quote from: "simon"
What do you have then doing your combat recon.
Ideally some type of dedicated scout is best, with good passive sensors, a large active sensor and perhaps a launcher for recon probes. In my own campaign at the moment I don't have one so am I filling the role with corvette scouts, jump ships with decent sensors and occasionally warships firing recon drones.

Steve
Posted by: simon
« on: February 10, 2009, 12:57:09 PM »

What do you have then doing your combat recon.
Posted by: simon
« on: February 10, 2009, 12:56:37 PM »

What do you have then doing your comat recon.
Posted by: Erik L
« on: February 10, 2009, 12:52:53 PM »

I've not played around with 3.2 enough to design a parasite ship/carrier yet.
Posted by: simon
« on: February 10, 2009, 12:49:58 PM »

Do you have a pinnace  design armed or recon as well as a pinnace carrier design. Would also love to see any more Aegis-type ship that can provide a fleet wide anti- missile\fighter umbrella along the lines of Steve's scharnhorst II class Destroyer assault capable most welcome.
Posted by: Cassaralla
« on: September 05, 2008, 02:16:01 PM »

Code: [Select]
Manticore class Construction Ship    21750 tons     1006 Crew     1659 BP      TCS 435  TH 720  EM 0
1655 km/s     Armour 1-69     Shields 0-0     Sensors 90/90/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 4350%    IFR: 60.4%    Maintenance Capacity 0 MSP
Cargo 125000    Cargo Handling Multiplier 50    
Jump Gate Construction Ship: 180 days

Rolls Royce Magneto-Plasma E-80 (9)    Power 80    Efficiency 0.60    Signature 80    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 69.0 billion km   (482 days at full power)

Krantz TS-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
Makele EMS-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km


That's my Construction Ship.  A little heavy but leaves my freighters free to support my colonies.  Also I use no maintenance in that game, otherwise would be a little bigger still.
Posted by: simon
« on: September 05, 2008, 01:37:44 PM »

Anyone got schematics for their Jump gate construction ships.